Below is a one-shot designed for four level 8 characters.
I would expect this to take
approximately 2 sessions of a few hours (roughly 6 hours in total) to run through in its
entirety. Your mileage may vary depending on how quickly your table handles combat.
You can find a PDF of this adventure along with battlemaps here.
Here's a quick adventure overview:
This is a combat focused adventure that takes place on an unnaturally frozen lake
outside the mountain town of Maul, though it could be set on any lake of your choosing.
The players are tasked with killing a Frost Giant named Tirrog who has recently
descended from nearby mountains. With the aid of a white dragon, he has frozen the
lake and created an icy palace atop it.
The players must survive a series of challenging encounters before confronting Tirrog
and his enslaved white dragon beneath his palace. After successfully ending the threat,
the players will be rewarded with the favor of Maul’s residents.
If you get the chance to run this, or even just look through the whole thing, I would love
feedback!
Here is the rest of the adventure:
For the DM: What’s Going on
Here?
Some additional context just for the Dungeon Master:
· Tirrog, the Frost Giant, was cast out of his clan after losing a duel with his father.
· He stole a Young Adult White Dragon named Bymraynyl and used her power to
freeze a nearby lake and construct an icy palace.
· Tirrog resides in a cavern beneath the palace, awaiting the challenge of Maul’s
mightiest warriors, hoping to regain his clan’s favor by winning.
· Bymraynyl, the white dragon, is imprisoned by Tirrog and will only attack the
players if they fail to free her.
Adventure Hooks
When determining why your players are involved with ending Tirrog’s icy presence, feel
free to use any, or all, of the below Adventure Hooks when discussing this adventure
with your players.
Aiding the Guards of Maul
The adventurers are approached by Brenlanna Orina, the Captain of the Guards of Maul.
Brenlanna explains the situation caused by Tirrog is dire as his forces roam the
countryside and many townsfolk have gone missing.
The constant threat has left the town’s defenses stretched thin and she needs capable
adventurers to end his reign of terror. She emphasizes that defeating Tirrog will not only
bring peace to Maul, but also earn the gratitude and favor of its people.
Ecological Balance
Mort, A local druid, approaches the adventurers to express his deep concerns about the
unnatural freezing of the lake. Mort explains that the frozen lake has disrupted the local
ecosystem, causing harm to wildlife and plants.
He implores the adventurers to defeat Tirrog and restore the natural balance. In return,
the druid offers their knowledge of the land, rare herbs, and a powerful artifact as a
reward. Restoring the lake to its natural state will help the region thrive once more.
Dragon Hunters
Word has travelled far and wide that Bymraynyl, a white dragon, is far from its natural
territory and is imprisoned by Tirrog, the frost giant.
The adventurers are from a dragon hunting guild and see this as a prime opportunity to
either hone their skills of slaying dragons or set free a majestic creature, allowing it to
grow and become a more challenging hunt.
Before the Adventure Begins
This adventure begins by introducing your players at the gates of Tirrog’s frozen palace.
They will be battling their way through Tirrog’s defenses, seeking to challenge him.
Share the below excerpt with your players as they create their characters:
Your journeys have brought you to Maul, a small mountain town renowned for its
gladiatorial games held beneath the mountain of Pike Rise.
Word has travelled quickly that Tirrog, a frost giant, has descended from the peaks of
Pike Rise with Bymraynyl, a white dragon. They have frozen a nearby lake and
constructed an icy palace. Frost is spreading farther from the lake with each passing
day and Tirrog’s forces patrol the countryside, pillaging small villages.
For your own various reasons, you have agreed to help end Tirrog’s reign of terror by
any means necessary.
As the game master, you should note down the passive perception for each character
as this will be referenced in the adventure for ambush encounters.
The encounters provided in this adventure are balanced for four level 8 characters. To
adjust for fewer players, consider removing ¼ of the monsters’ health pools for each
player less than four. To adjust for more players, consider adding additional Duergar
Berserkers or Ice Mephits in each encounter.
Approaching the Palace
When your players are ready to begin their adventure, start by reading the below
excerpt to kick things off:
As you approach the lake, a chill unlike any you’ve felt before cuts through your armor.
Before you is an unnaturally frozen expanse, its surface a flawless sheet of ice
stretching as far as the eye can see. The air is eerily still, and the usual sounds of
wildlife are absent, replaced only by the whispers of wind across the frozen wasteland.
In the center of this icy domain stands an imposing ice palace, its glistening walls reflect
the pale sunlight from above. Four watchtowers, each 40 feet tall and crafted entirely of
ice, stand at the corners of the palace.
The front door of the palace, a massive slab of ice 20 feet wide, looms before you. Its
surface is intricately carved with frost patterns, but it is sealed shut, offering no
immediate passage into the stronghold. The sense of foreboding is palpable, as if the
palace itself is a living entity, waiting to challenge those who dare approach.
[Player A], please describe your character, what they are doing, and where they are on
the map. (Ask this of all players before continuing)
Palace Locations
P1. Four Watchtowers
To open the palace's front door, the adventurers must pull four levers located at the
tops of the four icy watchtowers. Each tower is guarded by a Duergar Berserker and
two Ice Mephits. Engaging one group will alert the other towers.
Ice bridges connect the left and right towers and are considered difficult terrain. The 40-
foot towers are nearly impossible to climb without magic or specialized gear. Once all
four levers are pulled, the palace door will melt.
P2. Palace Entrance
The palace's interior boasts 30-foot-high ceilings supported by large ice pillars. Braziers
of blue flame illuminate four ice sculptures, an icy throne, and the bones of Tirrog's
unsuccessful challengers. In the center of the floor is a 20-foot circle of intricate
carvings, which opens when two Ice Elementals are defeated.
Two Ice Elementals are hidden within the ice walls, ready to ambush the players once
they all enter the palace. Upon defeating them, the circle in the floor melts away,
revealing a 100-foot-deep hole with a wooden ladder descending beneath the lake.
P3. Beneath the Lake
The floors in all subsequent rooms are ice and considered difficult terrain. There are four
pairs of Ice Cleats in room P4 which can aid with traversing the rooms. Most of the
walls are perfectly sculpted ice, 25-feet-high, but some areas have caved in due to lake
pressure or creature damage. All doorways are wooden and unlocked unless noted
otherwise.
There are no torches in this room and constant howling wind can be heard from room
P6.
P4. Ice Bunks
This well-lit room of ice contains four beds and supplies for the Duergar. If the boxes are
searched, the players will easily find four pairs of Ice Cleats.
There are 2 Duergar Berserkers in this room and if engaged, they will alert the
Duergar in room P5.
A DC 18 investigation check will uncover a +2 Greataxe hidden in an icy cavity
underneath one of the beds. There is a small supply room that connects P4 to P5.
P5. Leisure Hall
This room is well-lit and contains tables, mostly empty casks of beer, and a rack of
mugs along the wall. There is 1 Duergar Berserker and 1 Duergar Priest in this
room. They will alert the Duergar in room P4 if engaged.
One of the casks has 6 servings of Mimic’s Brew left in it.
P6. The Frozen Hall
This area is the coldest room in the Palace and there is a deafening wind constantly
blowing. It is well-lit and the entryway to this room is supported by two pillars.
There is a magical ice statue at the end of the hallway that is constantly blowing
damaging ice winds. There is a stone on the back of the statue which deactivates it.
The wind blows from the statue and ends just before it reaches the room with the
pillars. A creature can be damaged by the wind once per round. If a creature is in the
presence of the icy wind, they must make a DC 17 Constitution saving throw, taking 22
(5d8) cold damage on a failed save, or half as much on a success.
The doorways to P10 and P11 are locked with padlocks. They can both be unlocked with
a DC 17 Thieves’ Tools check.
P7. Prison Cell
This room contains one locked cell. It takes a Thieves’ Tools check (DC 15) to unlock
the cell. There is also a chair made of ice sitting in the corner of this room.
Zathea, a female Duergar Berserker, is locked in the cell and visibly malnourished.
If Zathea is freed from her cell, she will warn the adventurers of the troll ahead, tell
them how to deactivate the stone statue, and ask that they consider letting Bymraynyl
go
P8. Lumber Storage
This unlit room is where lumber for fires is kept. There are a few axes for cutting wood.
Three of the logs in this room are Mimics but will only attack if the players actively
search through the logs.
P9. The Crumbling Hall
This illuminated hallway is visibly damaged. A Perception check (DC 15) will notice
claw marks as the primary source of damage.
The doorway to P10 is locked with a padlock and can be unlocked with a DC
17 Thieves’ Tools check.
P10. Troll’s Den
This room is not lit, contains the bones of many dead fish, and smells putrid. There is
1 Troll in this room.
A DC 17 Investigation check will find a gemmed golden lure in the carcass of a dead
fish worth approximately 50 gold pieces.
P11. Bymraynyl, The White
Dragon
This room contains Bymraynyl, a young adult white dragon, who has just freed herself
from Tirrog’s chains. She is visibly wounded and only has half of her health.
She will try to reason with the adventurers to let her go but is ready to fight if they will
not.
If the players choose to free Bymraynyl, she will excavate a small amount of ice and
reveal a +2 Breastplate hidden in the ice, which they are free to take.
P12. Tirrog, The Frost Giant
Tirrog sits patiently in this well-lit icy throne room, waiting for his challengers. Before
engaging with the adventurers, he gently pats a large wooden chest next to his throne
and says in Giant:
I took all that I could from Pike Rise and it’s all yours should you defeat me. But with
your heads, I can return home. Let us see who will be rewarded this day.
The chest contains 15 sapphires worth 25 gold each, 2,000 gold, 2 potions of greater
healing, and an Everwarm Blanket.
Random Encounters
Roll 1 4-sided die every hour to determine which monsters return to the palace from
their patrol around the lake. All monsters should roam freely as you see fit.
Result Monsters returning from Patrol
1 3 Duergar Berserkers & 2 Ice Mephits
2 1 Ice Elemental & 4 Ice Mephits
3 1 Troll
4 1 Ice Elemental & 1 Duergar Berserker
Concluding the Adventure
Upon defeating Tirrog, the players will have reached the end of this adventure. If you
and your players wish to continue adventuring from this point, this would be an
appropriate milestone to increase their character levels to 9.
Thank you for playing through The Frozen Palace of Tirrog. I hope you and your players
had a fun time with this adventure!
Magical Items
Everwarm Blanket
Adventuring Gear, very rare
This quilted blanket is surrounded by a comfortably warm aura.
While this blanket is in your inventory, you do not suffer any exhaustion caused by
sources of cold.
Ice Cleats
Adventuring Gear, common
These blue metal cleats can be attached to any footwear.
While equipped, ice is not considered difficult terrain when moving across it.
Mimic’s Brew (Brown Ale)
Beer, Uncommon
When you drink this beer, you can change your appearance as though you casted Alter
Self for one hour.
An hour after you consume this beer, your tongue hangs from your mouth until you
finish a long rest.
The bottom of this potent brown ale is a small layer of slime
Tirrog’s Helmet
Helmet, rare (requires attunement)
You gain a +1 bonus to AC and Constitution saving throws while you where this helmet.
While wearing this helmet, you can gain the “enlarge” effect of the enlarge/reduce spell
for 1d4 hours (no concentration required). Once used, this effect cannot be used again
until you complete a long rest.